DOI QR코드

DOI QR Code

An Analysis on Posthuman Features of Open-World Adventure Games

오픈 월드 기반 어드벤처 게임의 포스트휴먼 특징 분석

  • Jo, Min-Sun (Dept. of Content Convergence, Ewha Womans University) ;
  • Chung, Eun-Hye (Dept. of Content Convergence, Ewha Womans University)
  • 조민선 (이화여자대학교 융합콘텐츠학과) ;
  • 정은혜 (이화여자대학교 융합콘텐츠학과)
  • Received : 2019.01.20
  • Accepted : 2019.04.01
  • Published : 2019.04.20

Abstract

This paper analyzed the posthuman features of the open-world adventure game. These games represent the player character as Posthuman Subject through the restrictions of information and body. The player explores all of the spaces to perform the quests due to nonlinearity of open-world. The interactions are restricted conflicts and it reveals through gameplay. The experiences as Posthuman Subject allow the player to embody the Hybrid Subjectivity and think about coexistence of human and inhuman.

본 연구는 오픈 월드 기반 어드벤처 게임에 나타난 포스트휴먼적 특징과 그 의미를 분석했다. 오픈 월드 기반 어드벤처 게임은 플레이어 캐릭터의 비인간적 신체와 정보의 제약을 통해 포스트휴먼 주체를 재현한다. 이때 비선형적인 오픈 월드의 특성에 따라 플레이어는 퀘스트 수행을 위해 모든 공간을 면밀히 탐색하고 이를 반복한다. 더불어 플레이어가 수행 가능한 상호작용은 갈등과 충돌이 아닌 이동, 문제 해결, 커뮤니케이션으로 제한되며 이러한 제약은 플레이를 진행해야만 파악 가능하다. 이처럼 플레이어는 포스트휴먼 주체가 되는 사건을 단계적으로 경험한다. 이를 통해 플레이어는 혼종적 주체성을 체현하고 나아가 인간과 비인간의 공존에 대한 존재론적 사유를 시도하게 된다.

Keywords

KGOHCL_2019_v19n2_83_f0002.png 이미지

[Fig. 1] Restriction of Information aboutItems in

KGOHCL_2019_v19n2_83_f0003.png 이미지

[Fig. 2] Restriction of Information about Game Space in

KGOHCL_2019_v19n2_83_f0004.png 이미지

[Fig. 3] Distributed Items related to Quests in

[Table 1] Open-World Games with Posthuman Subject Player Character

KGOHCL_2019_v19n2_83_t0001.png 이미지

[Table 2] Bodies of Player Characters in Open-World Adventure Games

KGOHCL_2019_v19n2_83_t0002.png 이미지

[Table 3] Quest Structure of Open-World Adventure Games

KGOHCL_2019_v19n2_83_t0003.png 이미지

[Table 4] The Types of Interaction in Open-World Adventure Games

KGOHCL_2019_v19n2_83_t0004.png 이미지

References

  1. Katherine Hayles, "How we think", The University of Chicago Press, p.3, 2012.
  2. Carolyn Handler Miller, "Digital storytelling: A creator's guide to interactive entertainment", 3rd Ed, Focal Press, p.283, 2014.
  3. Ryan Alexander, Chris Martens, "Deriving quests from open world mechanics", Proceedings of the 12th International Conference on the Foundations of Digital Games, Vol.0, No.12, 2017.
  4. Wookhee Min, Bradford Mott, Jonathan Rowe, Barry Liu, James Lester, "Player Goal Recognition in Open-World Digital Games with Long Short-Term Memory Networks", Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, p.2590, 2016.
  5. Rosi Braidotti, "The Posthuman", trans by Kyung-Ran Lee, Acanet, pp.67-68, 2015.
  6. Mihajlo Nenad, "Designing Game Worlds: Coherence in the Design of Open World Games through Procedural Generation Techniques", Proceedings of the 2018 Annual Symposium on Computer-Human Interaction in Play Companion Extended Abstracts, pp.353-363, 2018.
  7. Christian Nilsendahl, "A landscape engine for a new generation of open world games", Proceedings of the 15th ACM SIGGRAPH, Vol.0, No.17, 2015.
  8. Wookhee Min, Bradford Mott, Jonathan Rowe, Barry Liu, James Lester, "Player Goal Recognition in Open-World Digital Games with Long Short-Term Memory Networks", Proceedings of the Twenty-Fifth International Joint Conference on Artificial Intelligence, pp.2590-2596, 2016.
  9. Marcelo Raimbault, Corey Clark, "Session based behavioral clustering in open world sandbox game TUG", Proceedings of the 12th International Conference on the Foundations of Digital Games, Vol.0, No.43, 2017.
  10. Ryan Alexander, Chris Martens, "Deriving quests from open world mechanics", Proceedings of the 12th International Conference on the Foundations of Digital Games, Vol.0, No.12, 2017.
  11. Marc Bonner, "Ambiguous Play Pattern: A Philosophical Approach to the Prospect-Refuge Theory in Urban Open World Games by Merging Deleuze/Guattari and de Certeau", Proceedings of the 9th International Conference on the Philosophy of Computer Games, 2015.
  12. Marc Bonner, "On Striated Wilderness and Prospect Pacing: Rural Open World Games as Liminal Spaces of the Man-Nature Dichotomy", Proceedings of the 2018 DiGRA International Conference, 2018.
  13. Marcus Schulzke, "Moral Decision Making in Fallout", Game Studies, Vol.9, No.2, 2009. http://gamestudies.org/0902/articles/schulzke/
  14. Don-Eun Lee, Hyun-Jung Yun, "A study on the spatiality of digital game", Digital Storytelling Studies, Vol.2 No.0, 2007.
  15. E-Sac Gwak, "A Study for user Experience of the Game: Based on the pattern type and the pattern type attribute of the Game Space", Journal of Cultural & Art Studies, Vol.9 No.0, pp.11-52, 2017.
  16. Jae-Sang Yu, "A Study on Ethnic Images of Cyber-space in Game", Global Cultural Contents, Vol.0 No.31, pp.143-158, 2017.
  17. Ji-Bum Choe, "A Study on Spatiality of Computer Game", Journal of Korean Society of Media & Arts, Vol.10 No.1, pp.139-153, 2012.
  18. Young-Soo Lee, "An Analysis on the Space Characteristic of SNS Farm Game Based on Smart Phone Platform", Journal of Korea Game Society, Vol.10 No.6, pp.89-96, 2010.
  19. Jae-Sang Yu, "Applying Imagetelling to Analyze Image of the Game: With Focus on the ", Philosophy and Culture, Vol.29 No.0, pp.45-62, 2014.
  20. Ji-hye Kang, Ah-young Jang, In-hee Song, "A Study on Game Mechanics and Dynamics of Survival Game Content", Journal of Korea Game Society, Vol.18 No.4, pp.5-14, 2018. https://doi.org/10.7583/JKGS.2018.18.4.5
  21. Jin-Kyoung Ahn, "A Study on Game Dynamics of Battle Royale Genre", Journal of Korea Game Society, Vol.17 No.5, pp.27-38, 2017. https://doi.org/10.7583/JKGS.2017.17.5.27
  22. Hu-In Kim, "A study on gender performance of digital game player character", Ewha Womans University, 2018.
  23. Hye-Won Han, "Heroism of Female Protagonists in Digital Games", Korean Classical Woman Literature Studies, Vol.37 No.1, pp.67-93, 2018. https://doi.org/10.17090/kcwls.2018..37.67
  24. Hye-Won Han, Jee-Ae Ko, "Study on Digital Diaspora in MMORPG", Journal of The Korean Society for Computer Game, Vol.27 No.2, pp.17-28, 2014.
  25. Se-Yeon Chang, "A Study of the Post-apocalyptic Discourse in Digital Games", Ewha Womans University, 2017.
  26. Jin Lee, "Location-based Game Study from Post-Human Perspective: Focusing on ", Journal of The Korean Society for Computer Game, Vol.30 No.4, pp.139-145, 2017.
  27. Seung-Jea Lee, Dae-Young Lee, Eui-Jun Jeong, "Imagination of the Post-human through Digital Games : Focused on the Post-game of ", Humanities Contents, Vol.0 No.47, pp.27-60, 2017.
  28. Kyung-Ran Lee, "Rosi Braidotti, Posthuman", Communication Books, pp.74-80, 2017.
  29. Rosi Braidotti, "The Posthuman", trans by Kyung-Ran Lee, Acanet, p.8, 2015.
  30. Katherine Hayles, "How We Became Posthuman", trans by Jin Huh, The Open Books, pp.345-356, 2013.
  31. Rosi Braidotti, "The Posthuman", trans by Kyung-Ran Lee, Acanet, p.133, 2015.
  32. Rosi Braidotti, "The Posthuman", trans by Kyung-Ran Lee, Acanet, pp.155-156, 2015.
  33. Elizabeth Grosz, "Volatile Bodies", trans by Ok-Hee Im, Center for Women's and Cultural Theory Publishing, p.23, 2001.
  34. Elizabeth Grosz, "Volatile Bodies", trans by Ok-Hee Im, Center for Women's and Cultural Theory Publishing, p.68, 2001.
  35. Katie Salen, Eric Zimmerman, "Rules of play 2", trans by Hyung-Sup Yoon, Dae-Woong Lee, GCO Science, p.130, 2011.
  36. Rosi Braidotti, "The Posthuman", trans by Kyung-Ran Lee, Acanet, pp.118-119, 2015.
  37. Katie Salen, Eric Zimmerman, "Rules of play 2", trans by Hyung-Sup Yoon, Dae-Woong Lee, GCO Science, p.136, 2011.
  38. Jeff Howard, "Quests", A.K. Peters, p.xi, 2008.
  39. Jeff Howard, "Quests", A.K. Peters, pp.5-6, 2008.
  40. Rosi Braidotti, "Nomadic Subjects", trans by Mi-Sun Park, Center for Women's and Cultural Theory Publishing, p.165, 2004.
  41. Brian Upton, "The Aesthetic of Play", The MIT Press, p.24, 2015.
  42. Ian Bogost, "Persuasive Games", MIT Press, pp.28-29, 2007.
  43. Dennis D. Waskul, "The Role-Playing Game and the Game of Role-Playing", McFarland & Co., pp.19-38, 2006.
  44. Gayatri Spivak, "Can the Subaltern speak?", trans by Heo-Sook Tae, Greenbee, pp.42-43, 2013.
  45. Brenda Laurel, "Computers as theatre", trans by Min-Ho Yoo, Kyung-Ae Cha Communication Books, pp.29-33, 2008.
  46. Gonzalo Frasca, "(The) Videogames of the Oppressed", trans by Kyeom-Seoup Kim, Communication Books, pp.121-129, 2008.